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Paratextualizing Games Investigations on the Paraphernalia and Peripheries of Play /

Gaming no longer only takes place as a ›closed interactive experience‹ in front of TV screens, but also as broadcast on streaming platforms or as cultural events in exhibition centers and e-sport arenas. The popularization of new technologies, forms of expression, and online se...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Otros Autores: Beil, Benjamin (Editor ), Freyermuth, Gundolf S. (Editor ), Schmidt, Hanns Christian (Editor )
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Bielefeld : transcript Verlag, 2021.
Edición:1 ed.
Colección:Bild und Bit. Studien zur digitalen Medienkultur.
Temas:
Acceso en línea:Texto completo
Tabla de Contenidos:
  • Frontmatter
  • Table of Contents
  • Preface and Acknowledgements
  • Paratext . Paraplay
  • HISTORIES
  • "And You Didn't Even Look at It!"
  • The Cartography of Virtual Empires
  • Unboxing AGE OF EMPIRES
  • Making Mario
  • PERFORMANCES
  • Player Agency in Audience Gaming
  • Material Culture on Twitch
  • Benefits of Including Let's Play Recordings in Close Readings of Digital Game Texts
  • Fame or Infamy: The Influence of Let's Plays on Independent Game Developers
  • "Here Comes a New Challenger"
  • PERIPHERIES
  • The Impending Demise of Video Game Packaging: An Eulogy
  • The Ludic Nature of Paratexts
  • [Para]Textually Here: Paratexts and Presence in Games
  • Isekai: Tracing Interactive Control in Non-interactive Media
  • The Paratext, the Palimpsest, and the Pandemic
  • Contributors